[IDEA] TALENT REWORK
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GM-crowfan65
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[IDEA] TALENT REWORK
Just posting this so people can see where the current thinking might be as far as ideas go.
This first one is about talents and will include as much as I think we can work with.
Feel free to make suggestions and debate (nicely) other people's ideas, and we will update this at different times.
TRAINING TALENTS
Gifted - these wont change currently
Gifted (Endurance)
Gifted (Batting)
Gifted (Bowling)
Gifted (Keeping)
Gifted (Fielding)
Gifted (Power)
Gifted (Technique)
Prodigy
Late Bloomer
Skilled - these wont change currently
Skilled (Batting)
Skilled (Bowling)
Skilled (Keeping)
Skilled (Power)
Skilled (Technique)
SKilled (Fielding) - replacing safe hands
TRAINABLE TALENTS
Passive Talents - are skills that are thought to be always in effect, or at a particular times.
Natural Leader - will also get a boost to the capt gain per match
Sturdy - recover slightly faster, tire slightly slower
Opener
Finisher
Technician - harder to get out, boost to defensive capability
Spin Specialist
Seam Specialist
New Ball Bowler - will be allowed on a percentage of finger spinners
Old Ball Bowler
Triggered Talents are special skills that have a small chance of occurring, or 'triggering', during a delivery.
Accumulator
Boundary Hitter
Slower Ball
Swing
Bouncer
Flat Bat
Yorker
Switch Hit
Ramp
Wrongun
Flipper
Arm Ball
Doosra
Flight - can lead to more boundaries but is more likely to take wickets (spin)
Variety - can lead to more runs but is more likely to take wickets (seam/spin)
This leaves us with passive or triggers
7 batting ones
6 seam ones if we allow slower ball only on seam
6 spin ones
In addition, all the passive and triggered talents could be trainable
5 levels, level 3 is about where the current talents run at, players recruited with level 1, each level will take x weeks to reach
Training them will come at the loss of training skills. That is, you can't train both at the same time.
Effectively, a lot of current talents are the same, just with different labels to make it interesting.
A lot of these talents will now be affected by conditions, swing more likely in humid, bouncer more likely on hard, etc.
ok, I think that is all I have so far for TALENTS.
This first one is about talents and will include as much as I think we can work with.
Feel free to make suggestions and debate (nicely) other people's ideas, and we will update this at different times.
TRAINING TALENTS
Gifted - these wont change currently
Gifted (Endurance)
Gifted (Batting)
Gifted (Bowling)
Gifted (Keeping)
Gifted (Fielding)
Gifted (Power)
Gifted (Technique)
Prodigy
Late Bloomer
Skilled - these wont change currently
Skilled (Batting)
Skilled (Bowling)
Skilled (Keeping)
Skilled (Power)
Skilled (Technique)
SKilled (Fielding) - replacing safe hands
TRAINABLE TALENTS
Passive Talents - are skills that are thought to be always in effect, or at a particular times.
Natural Leader - will also get a boost to the capt gain per match
Sturdy - recover slightly faster, tire slightly slower
Opener
Finisher
Technician - harder to get out, boost to defensive capability
Spin Specialist
Seam Specialist
New Ball Bowler - will be allowed on a percentage of finger spinners
Old Ball Bowler
Triggered Talents are special skills that have a small chance of occurring, or 'triggering', during a delivery.
Accumulator
Boundary Hitter
Slower Ball
Swing
Bouncer
Flat Bat
Yorker
Switch Hit
Ramp
Wrongun
Flipper
Arm Ball
Doosra
Flight - can lead to more boundaries but is more likely to take wickets (spin)
Variety - can lead to more runs but is more likely to take wickets (seam/spin)
This leaves us with passive or triggers
7 batting ones
6 seam ones if we allow slower ball only on seam
6 spin ones
In addition, all the passive and triggered talents could be trainable
5 levels, level 3 is about where the current talents run at, players recruited with level 1, each level will take x weeks to reach
Training them will come at the loss of training skills. That is, you can't train both at the same time.
Effectively, a lot of current talents are the same, just with different labels to make it interesting.
A lot of these talents will now be affected by conditions, swing more likely in humid, bouncer more likely on hard, etc.
ok, I think that is all I have so far for TALENTS.
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tarangmht
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Re: [IDEA] TALENT REWORK
Great work, I have a suggestion like technician can we have a powerhitter as talent : player is more likely to score at a higher strikerate than normal
Technician gives boost to defensive abilities
Power Hitter gives boost to attacking abilities.
Technician gives boost to defensive abilities
Power Hitter gives boost to attacking abilities.
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MrMoose
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Re: [IDEA] TALENT REWORK
Can I clarify -
Trainable Talents = can be trained if the player is “born” with them?
This idea/rework is not currently suggesting you could train a Level 1 talent into a player that isn’t initially recruited with one?
I reckon the ability to train a talent (probably one) of your choosing onto a player would lead to a whole lot more player variety.
Trainable Talents = can be trained if the player is “born” with them?
This idea/rework is not currently suggesting you could train a Level 1 talent into a player that isn’t initially recruited with one?
I reckon the ability to train a talent (probably one) of your choosing onto a player would lead to a whole lot more player variety.
Just here to contribute a few cracking commentary lines and spend hours on the transfer market.
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
my concern is the opposite tbh but it is something we can investigate.
Ash's original idea was 2-3 slots, 1 born with and two trained.
Ash's original idea was 2-3 slots, 1 born with and two trained.
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wolfberries
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Re: [IDEA] TALENT REWORK
Any thoughts on removing the limits on having similar talents/skills on a player?
So a player could have accumulator &;BH or Skilled Batting & Skilled Bowling etc
This way will help increase the player variety.
So a player could have accumulator &;BH or Skilled Batting & Skilled Bowling etc
This way will help increase the player variety.
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
We can check the limitations and see, bh and accum probably not, but others are possible
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wolfberries
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Re: [IDEA] TALENT REWORK
Is skilled fielding a name change and nothing else, because currently safe hands can be picked with skilled talents, but will the change stop this happening?
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
That will be part of the change to talent conflicts
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Jujoh
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Re: [IDEA] TALENT REWORK
Firstly, it's great that there is an initiative to change the game mechanics. Can you take us along in the goal. What are you trying to achieve? Because that will help develop on suggestions.
Having said that, I really like more conditions-affected talents. I would add an aggressive counterpart of technician. Perhaps also add an aggressive and defensive talent for bowlers, e.g. partnership breaker and line and length.
Maybe having talents that add up is a great way to get more diversity. A Boundary hitter Finisher would be great. Or a NBB with Swing.
Having said that, I really like more conditions-affected talents. I would add an aggressive counterpart of technician. Perhaps also add an aggressive and defensive talent for bowlers, e.g. partnership breaker and line and length.
Maybe having talents that add up is a great way to get more diversity. A Boundary hitter Finisher would be great. Or a NBB with Swing.
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
More talents, more variety and potentially allow players to reach the maximum slightly more likely then it is now
I do like counter talents which I did forget when writing these up
Hooker and bouncer being one
sweeper and wrongun/doosra depending on lh rh
ramp and yorker
to name a few
I do like counter talents which I did forget when writing these up
Hooker and bouncer being one
sweeper and wrongun/doosra depending on lh rh
ramp and yorker
to name a few
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BigglyG
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Re: [IDEA] TALENT REWORK
I might be a little slow, but I am struggling to understand what is changing.
The Training Talents are not changing.
The Trainable talents just seems to have two new talents, flight and variety. The comments after some of the talents seems to be what they do today, is anything else changing here?
Trainable talents could be (will be?) trainable.
So I see three changes, adding flight and variety and letting managers train trainable talents.
Is that it?
The Training Talents are not changing.
The Trainable talents just seems to have two new talents, flight and variety. The comments after some of the talents seems to be what they do today, is anything else changing here?
Trainable talents could be (will be?) trainable.
So I see three changes, adding flight and variety and letting managers train trainable talents.
Is that it?
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
The reason it is posted is to allow discussion to see what ideas we can implement.
I also just mentioned counter talents as well
I also just mentioned counter talents as well
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BigglyG
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Re: [IDEA] TALENT REWORK
Thanks for the explanation.
If you do have levels of the triggered talents how about having a variable level on recruitment. Rather than have everyone recruited at a 1, how about making it from 1 to 3. That way when you see a talent you don't know how good it is until you see the player in action over several games, or maybe seasons. It would add a level of intrigue or uncertainty into the game.
If you do have levels of the triggered talents how about having a variable level on recruitment. Rather than have everyone recruited at a 1, how about making it from 1 to 3. That way when you see a talent you don't know how good it is until you see the player in action over several games, or maybe seasons. It would add a level of intrigue or uncertainty into the game.
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
i did contemplate level 2 possible at recruitment but a level 3 as a 1 a season or so could make it interesting
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GM-crowfan65
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Re: [IDEA] TALENT REWORK
Just a reminder for everyone, too. This isn't an overnight or weekend coding, but I want to get some ideas put together so I can work out how much work it will be
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